Siege of Orgrimmar: Loot and Encounters for New LFR and Flex Wings Open 9/17

For LFR, you will need ilvl 496 to queue up and the bosses drop ilvl 528 loot. If your'e stuck on how to get there, check out our gearing guide.

For Flex, you do not need an item level to queue up, but you must queue up with a premade group of friends. The Flex bosses drop ilvl 540 loot.

Both LFR and Flex loot is personal, meaning you have a chance to receive an item that corresponds to your loot specialization. To see what items are open to your loot spec, check out our boss pages and click on your class icon, or browse our loot spec info on item pages or filters.

Boss Preview and Dungeon Journal

Vale of Eternal Sorrows: New LFR Bosses

Blizzard

The ancient inhabitants of Pandaria recognized the vital importance of the life-giving Pools of Power, building an underground system of aqueducts to safeguard the waters and nurture life in the Vale of Eternal Blossoms. The touch of corruption has animated and twisted these waters, and Immerseus stands as an unnatural embodiment of the Vale’s sorrow.

Ion Hazzikostas The layout of this area and the visual framing of the boss as players enter the raid zone hearkens back to Lord Marrowgar at the entrance to Icecrown Citadel—we wanted to make sure that the first thing players saw when they entered the Raid was a huge and visually impressive foe. Long-time players (or pet collectors) may find the fight structure somewhat reminiscent of Viscidus in the Temple of Ahn’Qiraj.

Overview

Immerseus begins with 100 Corruption, displayed as a visible power bar, and the objective of the encounter is to cleanse him by reducing his Corruption level to 0. Each time Immerseus is reduced to zero health, he will Split into a mix of dark Sha Puddles and watery Contaminated Puddles. As the Puddles move back towards the center of the chamber, damage-dealers must destroy Sha Puddles, while healers try to heal Contaminated Puddles in order to fully purify them, before they reach the central pool.Following each Split, Immerseus will reform with reduced health and Corruption depending on how successful the raid was in dealing with the two types of Puddles. This cycle will repeat until Immerseus is cleansed.

Swirl
– Immerseus causes torrents of Sha-corrupted water to burst from beneath the cracks in the ground. Players that come into contact with the tainted waters will suffer 29250 to 30750 Shadow damage and be knocked away.

Swelling Corruption
– Immerseus surges with power, gaining stacks of Swelling Corruption proportional to his current Corruption level. This power lashes out at players who strike Immerseus with single target abilities, coalescing into a Congealed Sha creature as well as inflicting Sha Corruption upon the attacker, which deals at least 2500 Shadow damage every 1 sec for 6 sec, increasing in damage rapidly with each additional stack.

Upon reaching zero health, Immerseus becomes unstable and bursts into a shower of Sha Puddles and Contaminated Puddles, which will attempt to reform in the pool at the center of the chamber. For each Sha Puddle killed and each Contaminated Puddle healed to full, Immerseus's Corruption is reduced by one.

Sha Puddle
– When destablized, Immerseus forms one Sha Puddle for every four units of Corruption he has. Destroying a Sha Puddle before it merges back into the central pool will remove one unit of Corruption.

Sha Residue
– When a Sha Puddle is destroyed, it triggers Sha Residue, applying Sha Residue to enemies within 10 yards and increasing damage dealt to other Sha Puddles by 25%. This effect stacks.

Contaminated Puddle
– When destablized, Immerseus forms one Contaminated Puddle for every four units of Corruption that have previously been removed. Healing a Contaminated Puddle to full health before it merges back into the central pool will cause it to become Purified, and remove one unit of Corruption upon reaching Immerseus.

Congealing
– The speed of the Contaminated Puddle wanes as it increases in health.

Erupting Sha
– When any Puddle reaches Immerseus, it triggers an eruption, inflicting 73125 to 76875 Shadow damage to all players for a Sha or Contaminated Puddle, or 29250 to 30750 Frost damage for a Purified Puddle.

Sha Pool
– The Sha Pool grows over time, inflicting at least 4000 Shadow damage over 1 sec to enemies who touch it, stacking and increasing rapidly in damage proportional to the number of stacks. Touching the Sha Pool causes it to shrink, whereas it will expand whenever any Puddle reaches it.

Blizzard

The Golden Lotus and Shado-Pan guardians of the Vale of Eternal Blossoms were caught in the epicenter of the devastating blast that scarred the Vale, and torn apart by the dark energies. Their spirits linger in the place they once protected, confused and tormented by their failure.

Ion Hazzikostas Once we decided to permanently change the face of Pandaria by having the power unleashed by Garrosh ruin the eastern half of the Vale, a natural query was what would become of the beloved Golden Lotus questgivers who had steadfastly tended to the Vale throughout the expansion. This encounter answers that question—you may earn some epic items from the Golden Lotus one final time.

Overview

Players must do battle with the brewmaster Rook Stonetoe, the rogue He Softfoot, and the priest Sun Tenderheart, as the three fallen protectors assault the raid simultaneously.At 66% and 33% health remaining, each protector will perform Desperate Measures, manifesting spirits of fallen allies to bring new and powerful attacks to bear against the raid until those spirits are defeated. Triggering Desperate Measures on multiple protectors at the same time is inadvisable.

Bond of the Golden Lotus
– Rook Stonetoe, He Softfoot, and Sun Tenderheart share a spiritual bond, linking their fates to each other. Upon reaching 1 health, each of them will begin to cast Bond of the Golden Lotus if any of the other Protectors are still in combat, restoring 20% of maximum health upon completion.Bringing all three Protectors to 1 health simultaneously will restore clarity to their clouded minds.

Upon reaching 66% or 33% health remaining, He Softfoot manifests a twisted spirit of his brother, creating Embodied Anguish, which fixates upon the raid member who has the Mark of Anguish.Once this spirit is defeated, He Softfoot resumes fighting players.

Mark of Anguish
– Mark of Anguish periodically inflicts Shadow damage every second and roots the target. The Marked player gains the ability to transfer the Mark to another friendly player within 40 yards.Embodied Anguish's gaze moves to a random target upon killing his current target.

Shadow Weakness
– When Embodied Anguish strikes targets, he applies Shadow Weakness, increasing damage taken by Mark of Anguish. Additionally, passing the Mark of Anguish applies one Shadow Weakness to all players. This effect stacks.

Gouge
– He Softfoot attempts to gouge the eyes of his target, incapacitating them for 6 sec and fixating on a random target until Taunted. If the target is facing away, Gouge will instead knock them away a short distance.

Master Poisoner

He Softfoot is a Master Poisoner and occasionally coats his weapons with various types of poisons.

In Heroic Difficulty, Master Poisoner abilities also take effect when using Garrote or Fixate.

4In Non-Heroic Difficulty, He Softfoot's Master Poisoner abilities will not be cast during any Desperate Measures phase.

Noxious Poison
– He Softfoot coats his weapon in a Noxious Poison, causing successful melee attacks to create pools of poison on the ground, inflicting 85000 Nature damage every second. These pools may be jumped over.This effect is removed when He Softfoot begins his Desperate Measures.

Upon reaching 66% or 33% health remaining, Sun Tenderheart manifests an evil form of her protectors, making Embodied Despair and Embodied Desperation.Once both spirits are defeated, Sun Tenderheart resumes fighting players.

Manifest Emotions
– Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Sha Sear
– Causes an explosion of Shadow magic around the target, inflicting increasing Shadow damage every second to all enemies within 5 yards around the target.

Shadow Word: Bane
– Expels a word of misery upon multiple targets, inflicting 100000 Shadow damage every 3 sec for 18 sec. Each time this effect deals damage, it will jump to an additional target, up to a total of 3 times.

Calamity
– Calls forth a great Calamity, striking all players for 30% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets.

In Heroic difficulty, Calamity increases in magnitude by an additional 10% of maximum health each addtional time it is cast. This effect resets when Sun Tenderheart begins her Desperate Measures.

4In Non-Heroic Difficulty, Sun Tenderheart's Calamity will not be cast during any Desperate Measures phase.

Blizzard

Some say that the mogu race was created in the image of this Titanic construct, left deep beneath Pandaria to watch over and guard the continent’s darkest and most dangerous secret.

Ion Hazzikostas Observant Scenario-runners will recognize Norushen from the Dark Heart of Pandaria Scenario. We decided early on in the development process that we wanted to have this Titanic watcher guarding the Vault of Y’Shaarj, and prioritized his model and the chamber for use in the Scenario in order to better foreshadow the upcoming raid encounter.

When the fight begins, Norushen seals all players inside a Quarantine Zone and extracts a portion of each player's corruption to form an Amalgam of Corruption. The object of the encounter is to destroy this creature.Players must reduce their personal level of Corruption in order to inflict full damage to the Amalgam. Players can accomplish this by interacting with the nodes of Purifying Light that active around the room, which will pull them into another phase where they must face a role-specific challenge. Overcoming this challenge will Purify the player and allow them to inflict full damage to the Amalgam.

Corruption
– Players start the encounter with 75 points of Corruption. The more corrupt a player is the less damage they will inflict to the Amalgam of Corruption.

In Heroic Difficulties, players begin the encounter with 50 points of Corruption.

Purified
– Players who reach 0 Corruption become Purified. Healers who are Purified gain bonus healing, tanks who are Purified take less damage, and damage dealers inflict greater damage by virtue of having less Corruption.

4 In Normal, Raid Finder, and Flexible Raid difficulties, Purified persists until the player is once again Corrupted.

In Heroic Difficulties, Purified persists for until cancelled. or until the player reaches 100 Corruption.

Quarantine Measures
– If the Amalgam of Corruption proves too dangerous, Norushen will have no choice but to activate the zone's safety measures and destroy all life within.

Self Doubt
– The Amalgam inflicts doubt on its current tank target. Self Doubt increases the damage of Unleashed Anger by 40% per application.

Blind Hatred
– The Amalgam creates a zone of corruption that extends outward and slowly turns in place. All players caught in the path of the corruption suffer 150000 Shadow damage every second.

Fusion
– Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 5% for 15 sec.

Icy Fear
– The Amalgam inflicts 75000 Frost damage to all players every 3 sec. This damage increases as the Amalgam loses health.

Frayed
– When the Amalgam reaches 50% health remaining, and for every 10% health lost thereafter, the Amalgam spawns an Unleashed Manifestation of Corruption.

Draw
– The Amalgam searches the souls of all its enemies and Draws upon their Corruption. Any targets found with 75 Corruption or more will cause an Unleashed Manifestation of Corruption to spawn.

4 This ability is only used when the Amalgam is below 40% health remaining.

Look Within
– Players can interact with Purifying Light to Look Within. Doing so transports the player to their own realm where they face a personal challenge based on their role. Successfully completing the challenge will return the player to the normal realm with zero Corruption.Players cannot Look Within while under the effects of Purified.

In Raid Finder Difficulty, players are automatically selected to Look Within. There are no Purifying Light objects to interact with.

Test of Serenity
– Players of the DPS role face the Test of Serenity. To complete this challenge, players must defeat the elements of corruption present. Whenever one of these elements of corruption is defeated, it will be unleashed into the normal realm.Failure to complete the challenge will unleash all remaining elements of corruption to the normal realm at once.

Manifestation of Corruption
– These sha creatures repeatedly cast Tear Reality, which inflict Shadow damage to all enemies in a cone in front of the caster.

Test of Reliance
– Players of the Healer role face the Test of Reliance. To complete this challenge, players must defeat a Greater Corruption. Healers are aided by several allies while Looking Within.Failure to complete the challenge will unleash a Manifestation of Corruption to the normal realm. Success returns the player to the normal realm cleansed of all Corruption.

Pit of Despair
– Inflicts 100000 Shadow damage every second to all enemies within the area.

Lingering Corruption
– Inflicts 400000 Shadow damage if not dispelled from the victim within 10 sec.

Test of Confidence
– Players of the Tank role face the Test of Confidence. To complete this challenge, the tank must survive for 1 min against a Titanic Corruption.Success returns the player to the normal realm with zero corruption.

Residual Corruption
– When an Unleashed Manifestation of Corruption dies, it leaves behind a small amount of corruption that will periodically inflict 90000 Shadow damage to all players in the Quarantine Zone until it is picked up. Players are unable to pick up the Residual Corruption unless they have removed sufficient corruption of their own first.

Expel Corruption
– A ball of corrupted energy travels outward from the caster, inflicting 97500 to 102500 Shadow damage to the first enemy in its path. Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 5% for 15 sec.

Blizzard

The seventh sha, the Sha of Pride was the final burden to which Emperor Shaohao clung, shrouding the land in mist and biding its time for millennia. When Garrosh awakened the Heart of Y’shaarj, the force of his arrogance caused this dark energy to coalesce in the chamber where the Heart was unearthed.

Ion Hazzikostas There is a strong conceptual link between the Norushen encounter and this one. Norushen insists on purifying the players of their pride before he will let them enter the Vault of Y’Shaarj, and as soon as players engage the Sha of Pride they will understand why.

Pride

Players start the encounter with 0 points of Pride. Whenever hit by an ability from the Sha of Pride or one of its minions, players gain 5 Pride.As a player's Pride increases to 25, 50, 75 and 100, Swelling Pride will inflict additional effects on that player.

Gift of the Titans
– Norushen periodically grants players immunity to Pride for 20 sec. In addition, if all players with Gift of the Titans stand within 8 yards of each other, they gain Power of the Titans.

Power of the Titans
– If all players with Gift of the Titans stand within 8 yards of each other, they gain Power of the Titans for 15 sec.Power of the Titans increases haste and all damage and healing done by 15%.

Swelling Pride
– When the Sha of Pride reaches 100 energy, it releases a wave of dark energy, inflicting 350000 Shadow damage to all players, giving them 5 Pride.In addition, Swelling Pride will trigger a secondary effect on any player with 25 or more Pride.

Bursting Pride
– When Swelling Pride hits a player that has 25 to 49 Pride, it creates a mass of Sha corruption at their location. After 3 seconds, the corruption explodes, inflicting 300000 Shadow damage to all players within 5 yards.Any player damaged by this explosion gains 5 Pride.

Projection
– When Swelling Pride hits a player that has 50 to 74 Pride, a projection forms 15 yards from their current location. Projections explode after 6 seconds, inflicting 225000 Shadow damage to all players, unless the projection's creator is standing within it.Any player damaged by a projection's explosion gains 5 Pride.

Aura of Pride
– When Swelling Pride hits a player that has 75 to 99 Pride, it afflicts them with Aura of Pride for 25 sec. This effect causes the player to inflict 250000 Shadow damage to allies within 5 yards every 1 sec.Any player damaged by Aura of Pride gains 5 Pride.

Overcome
– When players reach 100 Pride, they are Overcome, increasing their damage and healing done by 50%.Players hit by Swelling Pride while Overcome are permanently mind controlled and have their health increased by 100%.

Mark of Arrogance
– The Sha of Pride marks 2 players, inflicting 70000 Shadow damage every 1 sec, for the remainder of the encounter. This effect stacks.This effect is only removed by single target dispels and gives the dispeller 5 Pride when removed.

In 25-player mode, the Sha of Pride marks 5 players.

Wounded Pride
– The Sha of Pride wounds his current target for 15 sec. Wounded players gain 5 Pride whenever they suffer melee damage from the Sha of Pride.

Last Word
– When a Manifestation of Pride dies, it gives 5 Pride to the 2 closest players.

Self-Reflection
– The Sha of Pride causes up to 5 players to reflect on their actions, creating a Reflection of Pride at their location. With each tick of Self-Reflection, the Sha focuses on players with higher levels of Pride, only targeting those with 25, 50, and then 75 Pride.

Reflection
– Reflections explode out of the ground at a player's location after 2 sec, inflicting 250000 Shadow damage to all players within 2 yards.Any player damaged by this explosion gains 5 Pride.

Corrupted Prison
– The Sha of Pride activates 2 titan prisons, trapping a player inside each. As the prison activates, it releases a burst of Sha energy that inflicts 250000 Shadow damage to all players within 0 yards, knocking them back and giving them 5 Pride.Imprisoned players are stunned, suffer 80000 Shadow damage, and gain 5 Pride every second while they remain imprisoned. Players remain stunned until all titan locks surrounding the prison have been activated. Titan locks are activated by having a player stand within the lock's rune and remain there until the prison is deactivated.

In 25-player mode, the Sha of Pride activates 4 prisons.

Banishment
– The Sha of Pride banishes a random player to the corrupted Sha Realm. Banished players leave behind a physical form of their pride and remain banished until it is destroyed.Players within the Sha realm move 50% faster and are compelled to continually run forward, unable to stop. Additionally, coming into contact with corruption within the Sha realm inflicts 350000 Shadow damage every second.Any player damaged by the Sha realm gains 5 Pride.

In 25-player mode, the Sha of Pride banishes 3 players with each cast.

Orb of Light
– Orbs of Light form within the corrupted Sha realm that heal players for 50% of the maximum health and weaken their corrupt image left behind in the corporeal world. Each orb increases the physical form's damage taken by 25%. This effect stacks.

Ethereal Corruption
– Ethereal Corruption lurks within the corrupted Sha realm, instantly killing any player it comes into contact with.

Unstable Corruption
– The Sha's energy tears open Rifts of Corruption every 8 sec. Each rift launches a bolt of corruption at a random player's location every 5 sec. Players struck by the bolts suffer 350000 Shadow damage and gain 5 Pride.Players can close the rifts, causing them to explode, inflicting 250000 Shadow damage to all players within 8 yards.Closing a rift afflicts players with Weakened Resolve, preventing them from closing another rift for 1 min.

Reaching Attack
– The Sha of Pride strikes at a distant target, inflicting 50% of weapon damage as Shadow and increasing Shadow damage taken by 25% for 8 sec. The Sha uses this ability when no targets are in melee range.

Unleashed
– When the Sha of Pride reaches 30% health remaining, it becomes Unleashed. With its unleashed power, the Sha focuses on Norushen, instantly killing him.The remaining power of the unleashed Sha inflicts 245000 Shadow damage every 10 seconds for the remainder of the encounter. Players gain 5 Pride each time they are damaged by Unleashed.

Final Gift
– As Norushen dies, he purifies all players, reducing their Pride to zero.

Gates of Retribution: New Flex Bosses

Blizzard

Warlord Zaela formed a close bond with Garrosh during events in the Twilight Highlands, and she and her Dragonmaw orcs have pledged loyalty to Garrosh’s cause. Riding atop the fearsome Galakras, a direct descendant of the cataclysmic progenitor of all dragonkind, Zaela oversees the naval defense of Orgrimmar.

Ion Hazzikostas What better way to begin a war-themed wing than by storming enemy beach emplacements? We wanted the focus of this encounter to be on splitting your raid up to secure enemy towers and anti-air weaponry while holding off waves of attackers, and Galakras himself serves as more of a capstone on the experience.

Prelude: Clear the Landing

The naval ships cannot land while the beachfront is still fortified with cannons. Take out the cannons to secure the landing.

Poison Cloud
– Korgra shatters a vial of poison, causing a smoky poison cloud to coalesce at her feet. This poison cloud inflicts 73125 to 76875 Nature damage every 1 second to players standing within.

Curse of Venom
– When her health falls low, Korgra's Curse of Venom takes effect. She will take the form of a snake, casting a deadly poison bolt volley until she is defeated.

Dragonmaw Ebon Stalker
– Upon Korgra's command, these stealthed units will emerge from the shadows behind a random target, stabbing wildly. Any victims standing within range of the blows will suffer critical Physical damage.

Foot Soldiers

Dragonmaw Bonecrusher
– These deadly warriors will charge to a distant faction leader, stunning them. While stunned, they will perform a barrage of deadly attacks to the victim.

Fracture
– The Dragonmaw Bonecrusher charges to a distant Faction Leader, stunning them and inflicting 10% of the leader's health every 5 sec.

Dragonmaw Flagbearer
– Dragonmaw Flagbearers inspire those around them, dropping a banner that increases melee, ranged, and spell casting speed by 50%. It also increases damage dealt by 50% for all friendly targets within 15 yards for 2 min.

Flames of Galakrond
– Galakras spews the raw Flames of Galakrond at a random player. Each player through which it passes will suffer 30000 Fire damage every 1 second. However, each player it passes through will decrease the severity of the flames, reducing the damage it deals to subsequent players.When the ball of flame reaches its final destination it will erupt, inflicting 585000 to 615000 Fire damage to all players. This damage is also reduced in severity for each player that diminishes the Flame.

Blizzard

This mechanical terror, designed nearly as much for intimidation as destruction, is the centerpiece of Garrosh’s siege weaponry. Crafted in the image of the mighty Kor’kron war scorpion, the Iron Juggernaut guards the gates of Orgrimmar, crushing any who would rise up to challenge Garrosh’s True Horde.

Ion Hazzikostas This boss was the product of a particularly rowdy brainstorming session. We started with the idea of a siege tank. We ended up with a mecha-scorpion with a laser-mounted tail, flamethrower mouth, a drill and a sawblade for arms, and many, many cannons. We owe the artist who brought this monstrosity to life a drink or three.

Borer Drill
– The Iron Juggernaut bores its drill arm into the ground, causing the earth to crack and shatter. This effect ripples out into many directions, inflicting 73125 to 76875 Physical damage to those caught within its effect.

Mortar Cannon
– The Iron Juggernaut's top cannon launches shrapnel and explosives at a random player, inflicting 243750 to 256250 Fire damage to enemies within 8 yards of the blast.

Crawler Mines
– The Iron Juggernaut releases several Crawler Mines that scurry in the direction of random players, burying themselves partially into the ground. Once they burrow, they begin a detonation sequence. At the end of the sequence, they will detonate for 292500 to 307500 Physical damage to all players.A particularly brave player may stomp a burrowed Mine into the ground, stifling the explosion but causing a localized detonation at their feet. This explosion inflicts 1218750 to 1281250 Physical damage and knocks the player high into the air.

Ricochet
– The Iron Juggernaut launches the sawblade from its arm, causing 341250 to 358750 Physical damage to players that come into contact with the blade as it whirls and ricochets between distant players.

Flame Vents
– The Iron Juggernaut emits flame from its frontal vents, inflicting 292500 to 307500 Fire damage in a frontal cone. This effect applies Ignite Armor, which increases damage taken by Fire effects by 10% sears the target's flesh for for 29250 to 30750 damage every 1 second. This effect stacks.

Demolisher Cannons
– The shoulder-mounted turrets of the Iron Juggernaut fire high into the sky over random players, inflicting 146250 to 153750 Fire damage to players within 6 yards of each blast.

Cutter Laser
– The Iron Juggernaut's tail cannon now traces the ground as it chases each target.The laser inflicts 195000 to 205000 Fire damage every 1 sec to players with which it comes into contact.

Explosive Tar
– The Iron Juggernaut spews tar in all directions. Standing in tar deals 19500 to 20500 Nature damage every 1 second and reduces movement speed by 30%.If a tar puddle comes into contact with the flames of the cutter laser, the puddle will explode, inflicting 195000 to 205000 Fire damage to all players.

Blizzard

Haromm and Kardris trained thousands of shaman to whisper reverently to the elements to requisition their aid. The army of Garrosh, however, does not ask—it takes what it desires in the name of the True Horde. Dark shamanism forces the elements into servitude, twisting them into burned-out ash, corrupted waters, and toxic air.

Ion Hazzikostas One of the precepts of Garrosh’s True Horde is a disdain for all demonic magic, so when we wanted a more caster-oriented boss, we instead delved into the question of what shamanism would look like within Garrosh’s army. The attire for these two wolfriders was inspired by the traditional Warcraft III Shaman unit, and we’re excited to be able to give lucky Shaman players a chance to earn that look for themselves by defeating this encounter.

Froststorm Strike
– Strikes a player with frost-lined weapons, inflicting 300000 Frost damage and causing the player to take 25% additional damage from Froststorm Strike for 30 sec. This effect stacks.

Toxic Mist
– Injects several players with a toxic mist, inflicting 80000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.

Toxic Storm
– Summons a powerful toxic storm that inflicts 300000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 1 min. This ability is granted by Poisonmist Totem.

Falling Ash
– Summons a core of smouldering ash that will fall over 15 sec. Inflicts 999999 Fire damage to players within 17 yards and 300000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.

Iron Prison
– Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 1 min. This ability is granted by Rusted Iron Totem.

Blizzard

Once a grunt in service of the former Warchief, Thrall, General Nazgrim rose quickly through the ranks after overwhelming victories in Grizzly Hills and the sunken city of Vashj’ir. Fiercely loyal to the Horde and bound by a rigorous code of honor and duty, Nazgrim will hold the line for his Warchief until his dying breath.

Ion Hazzikostas The decision to include Nazgrim as a raid boss was a controversial one—Horde players have seen him rise through the ranks from Sergeant, to Legionnaire, and now to General. Unlike many of our Raid bosses, he is not necessarily wicked, but he is a soldier whose loyalty to Orgrimmar leaves him no choice but to defend its walls. Of course, the Alliance likely has a different perspective on just how “noble” his past actions have been. . . .

Berserker Stance
– A wild stance that increases damage dealt by 25%, damage taken by 25%, and Rage generated by 100%.

Defensive Stance
– A defensive stance that reduces damage taken by 10% and grants 3 Rage when struck. Rage gain cannot occur more than once every one second.Attacks by players affected by Sundering Blow do not cause Nazgrim to generate Rage.

Several of General Nazgrim's abilities require Rage to use. General Nazgrim will gain Rage from various abilities used during the battle.General Nazgrim prefers to use the ability with the highest Rage cost.

Aftershock
– The ground cracks between General Nazgrim's impact location and the location a player target. After several seconds, the cracks will erupt, inflicting 400000 Fire damage to players within the Aftershock and granting General Nazgrim 3 Rage for each player struck.

War Song
– Unleash a hellish scream, inflicting 50% of maximum health as Physical damage to all players.Costs 70 Rage.

Ravager
– Throw a whirling blade that will last for the duration of the battle. The Ravager inflicts 370000 to 430000 Physical damage to enemies within 6 yards every 1 sec, granting General Nazgrim 5 Rage for each enemy struck.Costs 100 Rage.

Cooling Off
– After using an ability that costs Rage, General Nazgrim must cool off for 15 sec. During this time, General Nazgrim cannot use abilities that cost Rage.

Blizzard

With the release of Patch 5.4: Siege of Orgrimmar, four wings of an expansive new raid will begin to open. The Normal and Heroic raid difficulties, Raid Finder wings, and the new-to-5.4 Flexible mode wings will each be available starting from different dates.

To access the new Raid Finder wings, you’ll need a minimum average Item Level (ilvl) of 496 or higher.

This is our current schedule based on the planned patch release date of September 10. If we determine any changes are needed, we’ll update this article.